\section{Looking at Contemporary Gaming Technology}
It has been chosen to look at a selection of modern hardware that can be used with the theme of asymmetric information. Each technology will be described briefly in regards to the following three criteria:

\begin{enumerate}
\item \textbf{Input/output}: Interaction methods --- what types of input does the technology allow for? What kinds of feedback can it deliver to its players?
\item \textbf{Social}: How does the technology facilitate the social experience of playing a game between players? 
\item \textbf{Market penetration}: How widespread is the technology?
\end{enumerate}

These criteria have been chosen to asses how the different types of technology afford multiplayer game experiences with focus on asymmetric information. As mentioned in Section \ref{ass}, asymmetric information is about players having different knowledge and should therefore have their own piece of technology. This technology should allow for outputs that are unique to each player.

Furthermore, it should also encourage social interactions between the players to obtain the "couch gaming feel" as described in Section \ref{trends}.

Considering that each player needs their own piece of technology, it is important to look at its market penetration. The more common a technology is, the more experience players will presumably have with it.

After all three criteria have been examined, a general assessment will be made based on the overall application in relation to multiplayer games centred around a single screen and has gameplay that is based on asymmetric information.